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Everything posted by Unknown_Warrior
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Wilderness and free trade vote! - Now Closed
Unknown_Warrior replied to Jimmyw3000's topic in General Discussion
God, I hope it doesn't come back. I like new Wilderness. No need to hop to German worlds for clues. Not having to be bat[cabbage] scared each time I run through it. Have any avid Corporeal Beast slayers considered this will probably mean PvP clans will start camping outside CB dungeon's entrance? -
Obviously you're all wrong and it will just be a new boss altogether. I'm willing to bet on it.
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Depends on which jadinko you're wanting to catch. Best thing, though, is to do the Unlocking clothes section. This'll give you a feel for hunting jadinkos. Edit: nevermind, I've seen your stats. First of, buy a Red blossom seed and plant it in the vine flower patch. This should unlock common jadinkos. Then, go to the northern area and place your traps here: Omit the middle trap. Get both an Arctic bear and Hunter potions and hunt away. If you ever get Argway herb seeds, plant them in the middle section and build an Abandoned house habitat. Track (the solutions are posted on main site's guide) some Shadow jadinkos for Shadow vines and combine both Shadow vines and Argway herbs in Juju vials of water (bought from Papa Mambo) for Scentless potions. Resume catching common jadinko. Switch to Carrion - Igneous at 78.
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Slayer Helm or Void Range for slayer?
Unknown_Warrior replied to Lordcannicus's topic in Help and Advice
Yes but somebody set you hit better with void range? im confuzzled now If you have Full Slayer Helm, there's no reason to use void. As FSH gives a +15% Range damage boost, as does void. But the difference is, one's helm only while the other requires 4 items. -
Old RS was too crappy. But people often don't notice it because they've glued the nostalgia goggles on their temples and refuse to look at things without them. There were far too little minigames (and the ones they did have usually sucked. I'm looking at you, Castle Wars), no cc, boring wildy, hardly any challenging bosses and even blockier graphics. It would just be reset to the grindfest it was. No thank you. There was a reason I couldn't play RS for more than a month in those days.
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Scroll of Cleansing or Scroll of Life?
Unknown_Warrior replied to JacTise69's topic in Help and Advice
I'd go against the boat and say Scroll of cleansing. Guys, it works with both unf. potions and making final potions. It saved me about 55 Magic potions of the 500 extreme magics I was making. Pretty damn awesome. If you're planning to collect MTK's herbs, you're better of with Cleansing. Though I'd recommend hardcore Dungeoneering to get both ASAP. -
Thanks, I'll try that setup minus Armadyl and let you know how it goes. I'll update this thread if I have more questions. Also, looking back at my screenshot from back then: bring Ruby bolts (e). Just make sure (!) to switch to diamond bolts (e) when he's preparing the near-max HP attack. You don't wanna get lucky unlucky at the moment.
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Is full Karil's + fury etc a good substitute for Armadyl? I don't have the money for full Armadyl. I'd say so. I used: - Helm of neitiznot - Fury - Rune crossbow - ~250 Diamond bolts (e) - Armadyl torso - Armadyl skirt - Spirit shield - Snakeskin boots - Barrows gloves The differences between Armadyl and Karil should be minute.
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You should have little problem. I didn't, and I was lower ranged than you. But always do the following: Do not be scared of death. Don't bring wellfare gear. Bring the very best. I ranged him with full Armadyl. Watch a few YouTube video's to see how things go (where to hide, what to do when he drops mines). Remain calm. Pray piety, or Rigour if you have it. The defence is needed. 1:3 Super restore - Brew ratio. Bring a Tortoise filled with them. These should help you bring him down. I defeated Nomad first try with 9 brews and 6 restores left. He's not too hard if you know what to pay attention to.
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This spreadsheet details money made with Farming. Although I made it for my HH guide, it details normal gp/hour rates as well based on 5 minute runs and using all 5 patches (assuming an average of 6.8 herbs per patch - Supercompost and Magic secateurs are assumed). As for today: - No scroll of life, no juju → Grow Wergali (1.96M gp/hr) or Spirit weed (1.68M gp/hr) or Toadflax (1.5M gp/hr) - Scroll of life, no juju → Grow Wergali (1.97M gp/hr) or Snapdragon (1.79M gp/hr) - No scroll of life, juju → Grow Snapdragon (2.8M gp/hr) - Scroll of life and juju → Grow Torstol (4.6M gp/hr) It's scary how these two things can make such a ridiculous change. But there you have it.
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Updated Gnomes, Dwarves, Dagannoths and Trolls. Seriously, it's been 2 year since WGS and the other Trolls an Gnomes still haven't been updated?
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It's incorrectly labeled on the KB. Carrion and Draconic are the only two jadinko to only drop herb seeds, whereas Common, God and tracked jadinkos are all labeled as dropping every kind of seed. Although that's also what the KB says, so you must've misread that.
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Although very flattering, it does say "my first guide on Tip.it". I've written many forum guides in the past, just not on Tip.it bedman. Massive thanks for the data. I'll add it to the guide if I find time this weekend. Statistically, using your previously posted data, I ran some simple Excel tests and deduced you make 168.4k xp/hr on average unscented (246 Draconic, 68 common), and 195.7k scented (285;81). That's a 16.2% increase in catches. Running from the Scentless efficiency formula I ran before, which pointed out that a 13.7% increase in catches was needed for full efficiency, it turns out that Scentless potions are efficient all the time. Of course, we need to know if the scenting bonus doesn't decrease as your levels grow. :-k Sadly unusable as we can't see which herbs came from Draconics and which from Common. :( What we (and I say we, because I'm still f2p-crippled for 2 months) need to do now is test God jadinko's. Although a pain in the butt, I refuse to believe their actual herb seed chance is 1/30. Sadly, I can only vouch for it if I have data, which I don't. :(
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Warning: high Herblore is addicting. Sure you think 85 Herblore is worth it. But then you'll have 88 gazing at you like a lustruous wench, tempting you with her forbidden fruits of even better potions. And then, when you give in to the lust, 91 will be even more of tease, crippling you like financially as if a demonic succubus leeching every bit of life out of you. Before you know it, you're dancing in Varrock for GP to pay for your pot addiction. Still, it's entirely worth it. More longterm bonuses than armour anyway.
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WASD'd suck for me:
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Pass my midterm exams in January. And my final exams too, for that matter. If midterms go well, 91 Herblore (shouldn't be hard, I have it banked right now), 99 Runecrafting (2 months of intense RC'ing should do it). Dragon chainbody and hopefully Dragon full helm drops too. And all stats 80+, which shouldn't be hard either.
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Actually, theory = truth (eg: "sun rises in the east" is a theory) This is, in fact, a hypothesis. OP even [bleep]ed up on scientifically specified jargon.
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Unknwnwrrior - I like the name Unknown Warrior. RuneScape would not permit it, so I started searching for alternatives (like Unknown, Warrior, etc). And I was dead set on not having numbers behind my screenname (because there's nothing I hate more). So I started seeing if I could omit any letters. And so, Unknwnwrrior was born. When Carl Dublin leaked the deletion of old screennames, I quickly checked if Jagex updated to allow for 12+ characters. They didn't. So I started [bleep]ing around and seeing which screennames I could get. I wasn't actually intending to rename me. But then, I noticed "The Warrior" was free. I knew this chance wouldn't come again, so I snagged it. Don't get me wrong, I'll get Unknown Warrior if it ever becomes available, until then, or unless someone beats me to it, "The Warrior" will more than suffice.
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Flashback 2005. The skills in RuneScape were always well-defined. We had specific non-combat skills and combat skills, each being about equal in merit allowing you to either enter the game a skiller, a killer or both without worrying on capital. Either were roughly equally profitable, allowing the user to take a route of the extremeties of both and coming out on top. Then, things shifted... The one preferring combat got his biggest perk with the coming of God Wars Dungeon in 2007. Combat was instantly propelled to a top-money making method of playing, akin to only the finest of Runecrafters - the former big daddies of RuneScape. And it didn't end there, with the shift increasing to combat and the overall wealth of combaters increased and allowed them to spend even more on the next new batch of equipment received from even stronger bosses. The combater's life is going well. On the flipside, we have the skiller, who isn't as lucky. With the coming of Achievement capes, the interest in getting 99s, previously just a number, peaked. People wanted those 99s to get those capes. Badly. So badly, in fact, that all of the production skills bar Runecrafting got costly. The second slap in the face is the same as what made combaters wealthy - the release of high-end equipment drops. Smithing, crafting and fletching quickly became useless skills other than for show. The shift is so extreme now, that conventional skilling methods simply cannot outweigh against combat's vast sources of money. Pure skillers are now largely forced to do either menial chores for their income, or focus on a few gathering skills to scrape in the cash. We've now hit a point where probably over half the skills have advanced to the point of being quisessentially useless. Only meriting training for its cape, not for its benefits. Jagex, noticing the decreased interest in skills thought of a way to combat this somehow. One skill in particular, and one to a lesser extent have been revived by a simple principle; tying the skill to combat. Herblore, previously a beautiful example of how to make a skill utterly useless, was reinvigorated with the release of extreme potions. Firemaking, on the other hand, became near vital for Rangers who wanted to tap the vast powers of the Dwarven handcannon. Now, the revive of Herblore was met with a lot of protest from the PvP community. "Herblore isn't a combat skill, if you're tying it into combat it should be added to your combat skill". A good point. Yet still, the interest in Herblore peaked. Herblore is now on the minds of the best of combaters - you can't be the best without spending money on Herblore nowadays. And a very interesting idea too. If we look at how combat is leading the market, how can we make a skill attractive again easily? - give it combat bonuses. The idea has been suggested many times before. "Smithing should supply untradeable armours", "Firemaking could be used to set your weapons on fire for combat bonuses", etc. However, they received as much praise as they did critiscism. They aren't combat skills, combat should not be their main intent. So I ask of you, Tip.it, what do YOU think? Should non-combat skills be connected to combat, homogenising the classes of skills. Should they be allowed or not in PvP? Or should we find a way to draw interest to skills without necessitating a shift to combat?
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Twice have I encountered a Mercenary Leader, twice it has been level 203. It's a pretty [bleep]ing ridiculous foe. There's a flaw, whether you'd admit it or not, when a room in the dungeon is 6x harder than the actual boss of said dungeon (Respectively, it has been 116 Har'lakk and 96 Nightgazer).
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The problem is, is that I couldn't spend longer than 10 minutes there for testing purposes as it was my final day of membership and had a lot left to do. a) What is this southwestern draconic spot? b) I needed to test the common Jadinko catch rate on the Draconic-common spot. c) The Igneous jadinko escaped out of the trapped area and never came back in halfway through. If they're out of the little area, it's nigh impossible getting them back in. I can't personally retrieve data as I'd like to focus myself on school for the coming 2 months (college exams and whatnot) and won't be returning to RS membership in the meantime.
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Time for some shameless selfpromoting: My Herblore Habitat guide
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And so it is done. And lol @ people claiming this minigame is inefficient now. Unless you're consistently making 4.5M gp/hr, you can't do outdo Torstols with Scroll of life and Juju farming potion. In your face, Stormveritas! Though I do feel the herbs from god Jadinko are completely out of whack (of a body of 54 caught; it's accurate), I'd appreciate if some of you folks would help me retrieve some proper statistics. Certainly now that I can't as I'm F2P.
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Can anyone tell me a rough percentage by how much smoking traps increase your chance of catching things? Cheers.
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Skillers are a group as big as PK'ers. This won't solve anything other than making skills nothing more than a grind with a cape at the end, moreso than it already became. CS might work. They could continue - For example they could make the extremes and the other similar potions with 2nd which are buyable only from NPCs Interesting, but extremes did a good thing. Seriously, prior to extremes, Grenwall spikes and Torstols were nothing more than a novelty. They did the right thing making them useful for extremes instead. - Something with the frost dragon bones ? .. for example a NPC which .. unfreezes them (? or something else) for cash (preferably near a bank) - A tax to use the box in the living rock's cave - They could actually make a tax for the G.E. Most of the games have taxes for .. you might call them indirect trades. I put a X for trade for 1000 coins. The other person buys it, I get 950 and 50 gold is vanished from the game. So many would [bleep] and moan. Remember, this is RuneScape. People get upset if 5 trees are removed from the game. - Some sort of a special rune/bolt/arrow for casual training buyable only from a NPC (something like the bone bolts) And how would people make money? As the items they can skill for are in effect obsoleted by bought items, yet the bought items can't be bought without the money. - Similar stuff (They can just put SMALL taxes on the most popular areas .. for example the nearest banks (as CW for example). It wont cause a big impact on a player-level but it will case a huge impact at a game-level) Falador would have a field day. 1. we don't need to counter inflation - price levels are falling (deflation) I don't know. I always notice prices dying down in the winter. It's wrong to state we're deflating, maybe this is just a more extreme case of winter downs, summer ups seeing the money that can be brought in each hour (or rather, money not brought in). 2. here are two ideas when you kill someone, you get everything they are wearing except the one item they may protect (as in old wildy back we pay we say w66 fally riot)when someone dies, all of their items are put into a "lottery". when you kill someone, the value of your loot is determined as usual (like in the current system if you get an ancient stat that's a determined 5mil drop), but the loot is selected at random from the lottery of drops. this guarantees that the distribution of items lost is equivalent to the distribution of items gained, but prevents the kind of direct transfers that the first solution allows which the runescape community is so irrationally against. Interesting idea.
